uniform mat4 mvp;

attribute vec4 SATT_POSITION;
attribute vec2 SATT_TEXCOORD0;
attribute vec3 SATT_NORMAL;

varying vec2 texcoord;

void main()
{
   //gl_Position = mvp
   //              * SATT_POSITION;

   //gl_Position = gl_ModelViewProjectionMatrix 
   //              * gl_Vertex;

   gl_Position = mvp
                 * SATT_POSITION;
   texcoord = vec2(SATT_TEXCOORD0);
}
